using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

using YogUILibrary;
using YogUILibrary.UIComponents;
using YogUILibrary.Structs;

namespace ConsoleOutput
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        YogUI yogui = new YogUI();
        GraphicsDeviceManager graphics;
        public TextField textField = null;
        SpriteBatch spriteBatch;
        bool showcon = false;
        FilterTextField filterTextField = null;
        SpriteFont font;
        Texture2D con;
        public Button button = null;
        XNACon conx = new XNACon();

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            this.IsMouseVisible = true;
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            YogUI.YogUI_LoadContent(this);
            con = Content.Load<Texture2D>(@"console");
            font = Content.Load<SpriteFont>(@"Consolef");
            filterTextField = new FilterTextField(new Vector2(330, 10), "^\\d+?\\.\\d+?\\.\\d+?\\.\\d+?$", 150, 20, Color.Black, font, (string s) => { });
            button = new Button(new Vector2(40, 435), "Button", font, () => {  });
            YogUI.btn_hover = new NinePatch();
            YogUI.btn_normal = new NinePatch();
            YogUI.btn_hover.LoadFromTexture(Content.Load<Texture2D>("btn_default_focused_holo.9"));
            YogUI.btn_normal.LoadFromTexture(Content.Load<Texture2D>("btn_default_normal_holo.9"));
            textField = new TextField(new Vector2(10, 10), 100, 400, Color.Black, font, (string s) => { /*Pressed Enter*/ }, (string s) => { /*Text changed*/});
            textField.SetText("TextField");
            textField.setPlaceHolderText("Happy now!?");

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            YogUI.YogUI_Update(gameTime);

            // TODO: Add your update logic here
            button.Update(gameTime);
            filterTextField.Update(gameTime);
            textField.Update(gameTime);
            
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            
            spriteBatch.Begin();
            GraphicsDevice.Clear(Color.CornflowerBlue);
            base.Draw(gameTime);
            filterTextField.Draw(spriteBatch);
            textField.Draw(spriteBatch);
            button.Draw(spriteBatch);
            spriteBatch.End();
        }
    }
}
